Barbarian

Proficiencies

Rage

Change the second bullet point to:

While under the effects of a rage, when you make a melee or ranged weapon attack using strength, you gain a bonus weapon damage dice on each successful attack. This extra damage increases as you gain levels in barbarian. This bonus damage dice is an extra +1d4 at 1st level, increasing to an extra +1d6 at 9th level, and then increasing to an extra +1d8 at 16th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Dueling, Great-Weapon Fighting, Protection, Two-Weapon Fighting.

Path of the Berserker

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you cannot use this feature again until you complete a short or long rest.

Insensate Fury

Staring at 19th level, you have advantage on constitution and wisdom saving throws you make while you are under the effects of your rage.

Bard

The following changes have been made to this class.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Instead of choosing one or both of your skill proficiencies, you may instead choose an additional skill or tool proficiency.

Cleric

The following changes have been made to this class.

Proficiencies

Skills: You are proficient in Religion. Choose two from Arcana, History, Insight, Medicine, and Persuasion.

Druid

Proficiencies

Wild Shape

A Druid in Wild shape may calculate his AC by adding his proficiency bonus to the base forms AC.

A Druid may use either his own proficiency bonus or the beast’s proficiency bonus (whichever is higher) for any melee or ranged attack, skill or save that either the Druid or the beast are proficient in. The Druid retains his own proficiencies (some may be unusable in his new form) and gains the creature’s proficiencies in its listed skills, saves and with its natural attacks. If the new form has abilities that require a saving throw to resist, the Druid may substitute his own Spell attack DC for the DC of the special attack.

Circle of the Moon

Circle Forms

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2 (you ignore the Max. CR column of the Beast Shapes table, but must abide by other restrictions). Then, at 3rd level, you can transform into a beast with a challenge rating as high as 1.

Paladin

Proficiencies

Ranger

We will be using the Revised Ranged rules in this game. The following additional changes have been made to this revised class.

Spells Known of 1st Level and Higher

You know a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You may change a number of known spells equal to your Wisdom modifier after completing a long rest.

Expertise

At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Instead of choosing one or both of your skill proficiencies, you may instead choose an additional skill or tool proficiency.

Rogue

The following changes have been made to this class.

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Instead of choosing one or both of your skill proficiencies, you may instead choose an additional skill or tool proficiency.

Slippery Mind

If you are already proficient in Wisdom saves, you instead gain proficiency in Charisma saves.

Crippling Strike

Starting at 9th level, you can perform a Crippling Strike. A creature that is damaged by your sneak attack must make a constitution saving throw (DC 8 + your dexterity or strength modifier + your proficiency bonus) or have disadvantage on attack rolls and ability checks for 1 round. Undead and constructs are immune to this ability.

Sorcerer

Proficiencies

Arcane Familiar

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 5th, 11th, and 17th level.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Persistent Spell

When you cast a spell that requires concentration, you can spend a number of sorcery points equal to the spell’s level to remove the need to maintain concentration on that spell. You cannot have more than one persistent spell at a time.

Unstable Magic

Wild Magic Sorcerer Only
When you cast a spell, you can spend one sorcery point to treat the spell as if you had cast it as one level higher. When you do so, you roll on the wild surge table.

Font of Power

Staring at 5th level, you learn how to recover a portion of your arcane might. When you finish a short rest, you recover 2 sorcery points. The number of recovered sorcery points increases to 3 at 9th level, 4 at 13th level, 5 at 17th level, and 6 at 20th level.

Sorcerous Restoration

At 20th level, you regain 4 additional expended sorcery points whenever you finish a short rest.

Draconic Bloodline

The following changes have been made to this bloodline

Origin Spells

Your sorcerous origin grants you a number of bonus spells. You add the bonus spells for your origin to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your origin’s spells that become available at those levels.

Draconic Senses

You have some of the senses of your draconic ancestor. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have Darkvision, you instead gain Blindsight with a radius of 10 feet.

Elemental Affinity

Starting at 6th level, you gain resistance to your chosen energy type. When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain immunity to that damage type for 1 hour.

For the purposes of this class feature, Lightning and Thunder are considered the same damage type.

Storm Sorcery

The following changes have been made to this bloodline

Origin Spells

Your sorcerous origin grants you a number of bonus spells. You add the bonus spells for your origin to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your origin’s spells that become available at those levels.

Level

Spells

Cantrip

Shocking Grasp

1st

Fog Cloud, Thunderwave

3rd

Gust of Wind, Levitate

5th

Call Lightning, Sleet Storm

7th

Conjure Minor Elementals*, Ice Storm

9th

Conjure Elemental**

* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.

**Unless you gain this spell from another source, you can summon only air elementals with it.

Wild Magic

The following changes have been made to this bloodline

Origin Spells

Your sorcerous origin grants you a number of bonus spells. You add the bonus spells for your origin to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you.
At 1st level, you roll on the Wild Magic Bonus Spells table once to determine your bonus cantrip. Roll an additional two times to determine your two 1st level bonus spells, ignoring any result that would grant an already known spell again. When you reach 3rd, 5th, and 7th levels in the sorcerer class, you again roll twice on the table to determine your bonus spells for that level. Then, at 9th level, you one time to determine your bonus spell for that level. Whenever you gain a level in the sorcerer class, you may elect to replace any number of bonus spells with new rolls on the table, keeping the new results.
When you roll on the Wild Magic Surge table, you may also elect to replace one bonus spell of your choice with a new roll on the table. If you do so and the result is identical to one of your already known spells, you regain 1d6 sorcery points and roll on the table again.

Wild Magic Bonus Spells

d20

Cantrip

1st Level

3rd Level

5th Level

7th Level

9th Level

1

Acid Splash

Bane

Alter Self

Blink

Arcane Eye

Animate Objects

2

Blade Ward

Bless

Blindness/Deafness

Call Lightning

Confusion

Awaken

3

Chill Touch

Burning Hands

Blur

Conjure Animals

Conjure Minor Elementals

Bigby’s Hand

4

Dancing Lights

Chromatic Orb

Darkness

Counterspell

Conjure Woodland Beings

Cloudkill

5

Fire Bolt

Color Spray

Detect Thoughts

Dispel Magic

Dimension Door

Cone of Cold

6

Friends

Cure Wounds

Enhance Ability

Elemental Weapon

Divination

Conjure Elemental

7

Guidance

Detect Magic

Enlarge/Reduce

Fireball

Evard’s Black Tentacles

Contagion

8

Light

Disguise Self

Flaming Sphere

Fly

Fire Shield

Dominate Person

9

Mage Hand

Faerie Fire

Gust of wind

Haste

Freedom of Movement

Dream

10

Mending

Guiding Bolt

Hold Person

Lightning Bolt

Greater Invisibility

Flame Strike

11

Message

Healing Word

Invisibility

Major Image

Hallucinatory Terrain

Hold Monster

12

Minor Illusion

Mage Armor

Magic Weapon

Mass Healing Word

Ice Storm

Legend Lore

13

Poison Spray

Magic Missile

Melf’s Acid Arrow

Protection from Energy

Locate Creature

Mass Cure Wounds

14

Prestidigitation

Ray of Sickness

Mirror Image

Sleet Storm

Mordenkainen’s Faithful Hound

Mislead

15

Produce Flame

Shield

Misty Step

Slow

Otiluke’s Resilient Sphere

Passwall

16

Ray of Frost

Silent Image

Ray of Enfeeblement

Stinking Cloud

Phantasmal Killer

Reincarnate

17

Resistance

Sleep

Scorching Ray

Tongues

Polymorph

Seeming

18

Shocking Grasp

Tenser’s Floating Disk

Shatter

Vampiric Touch

Stone Shape

Telekinesis

19

True Strike

Thunderwave

Suggestion

Water Breathing

Stoneskin

Wall of Force

20

Vicious Mockery

Witch bolt

Web

Wind Wall

Wall of Fire

Wall of Stone

Wild Magic

Replace with “Starting when you choose this origin at 1st level, your Spellcasting ability can unleash surges of untamed magic. Once per turn, roll a d20 immediately after you cast a sorcerer spell of 1st or higher. If you roll a 20, the spell slot is not expended. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case, the spell lasts for its full duration.”

Tides of Chaos

Add "The die rolled when you use Bend Luck increases to 1d6 at 10th level, 1d8 at 14th level, and 1d10 at 18th level.

Elemental Chaos

Staring at 6th level, when you cast a spell that deals damage other than bludgeoning, slashing, or piercing, you may choose to activate this ability. Upon using this ability, you tap into the wild magics maintaining the planes and use those to shape the spell, randomizing the damage type the spell deals (as determined on the table below) and adding your Charisma modifier to the damage dealt.

d20 roll

Element

1-2

Acid

3-4

Cold

5-6

Fire

7-8

Force

9-10

Lightning

11-12

Necrotic

13-14

Poison

15-16

Radiant

17-18

Thunder

19-20

Roll twice, and the spell deals both types of damage

Controlled Chaos

Add the following line “In addition, you now trigger a wild magic surge on a roll of a 1 or 2.”

Spell Bombardment

Add “You may roll one additional die for each die that shows a maximum or minimum die value, and add the number rolled to the spell’s damage. This effect only works once per spell, and may only be used once per turn.”